Quick patch to address some low-frequency bugs that may affect gameplay. - Fixed: Unstable warhead can cause game board to be unresponsive if utilized in a fully conquered galaxy - Fixed: Choosing a game mode could potentially result in an undefined state, causing the game to run at a difficulty and game speed that's not expected - Fixed: UI issue with windows sometimes not hiding correctly (very rare). Thanks everyone for playing and your bug reports. Hopefully some more news soon on some upcoming changes.
BALANCING- Added the number of bots that appear in the third village - Added some usernames to the adventurer bank UI/UX- Added to the reset panel: Reset option: You can now choose to reset only a specific village if you want to restart a village without losing everything. By default, the toggle is selected for all resets.We've just added some extra options for the reset function; you can now choose to reset a specific village instead of everything. This was requested by you :) Thank you! All your feedback is awesome! Thank you so much! We're adding your requested features, this one was a big request :) DEBUG - Minor fix to decoration collisions
Hello everyone,Today, Fun Park Simulator officially enters Early Access.We want to be completely honest with you: we had originally planned to spend more time developing and polishing the game before releasing it. However, due to the difficult financial circumstances we faced during development, we reached a point where we had to make a hard decision—either stop the project completely or release the game earlier than planned and continue developing it together with our community.We chose to keep going.Because of this, the current version of the game may not yet be at the level of quality, balance, and content that we originally wanted to deliver. You may encounter bugs, unfinished systems, performance issues, and features that still need improvement. We sincerely apologize to anyone who may feel disappointed by the current state of the game.However, this release is not the end of development. It is the beginning of a new stage for Fun Park Simulator.We truly care about this project, and we are not giving up on it. We will continue improving the game through frequent updates, bug fixes, performance improvements, balance changes, and new content. Your feedback will play an important role in helping us decide what needs to be fixed and improved first.We understand that releasing the game in this state is a risk, but it was the only realistic way for us to continue developing the project. We hope you can support us with patience, understanding, honest feedback, and constructive criticism.Thank you to everyone who added the game to their wishlist, played the demo and prologue, reported bugs, shared suggestions, and supported us throughout this journey.This is only the beginning. We will continue working hard to bring Fun Park Simulator closer to the game we have always imagined.Thank you for being part of this journey.— Flugames
Gene Crawl: Dungeon Descent is OUT NOW! After 7 months of solo development, it's finally here, and to celebrate, it's launching at -30% (under $5 / €5) for launch week only! What is it?An idle/incremental RPG built on a generational hook: every skill has a permanent DNA bar and a per-run bar that multiply together. You die, the run resets — but your DNA stays, so every generation crawls a little deeper. And there's a whole second mode: a turn-based, Slay-the-Spire-style roguelike deckbuilder — The Abyss — the hands-on counterpoint to the idle grind. Both modes, one game. No DLC, no paywall. Features Generational DNA progression — power that survives death Auto-combat through 28 dungeons A full roguelike deckbuilder mode (The Abyss) Skills, upgrades, relics, forge, brewery, lore, NG+ Tons of juice, effects, particles, screen-shake, the works Fully localized in 26 languages From me (the solo dev)I made this entirely on my own over the last 7 months. Seeing people actually play it has meant the world. If you enjoy it, leaving a review genuinely helps a tiny solo project more than you'd think. 👉 Grab Gene Crawl: Dungeon Descent now at -30%! Thank you for being here from the start. -Jabran
🌍 Idle Crown now speaks 31 languages The whole game is localized — not just the menus, but every achievement and every in-game guide article too. Pick yours in Settings → Language. 🎒 Inventory & Selling Sell All now asks first — on single stacks and whole groups. No more one-click regret. Auto-sell, redesigned — a clear on/off switch, a warning before you arm it, and it will never sell scrolls, blessings, or potions. Sell your old tools — outgrown axes, picks and the rest can finally be cashed in. Your equipped tool stays safe. Inventory sorts by tier by default, and the scrollbars got a cleanup. ⚔️ Balance Mastery is now a true post-99 prestige — each rank costs more, and the track caps at +500% on your chosen path. Heads-up: existing post-99 mastery is recalculated to the new cost. “Master of the Holding” is finally obtainable — it had been quietly stuck one building short. 🐛 Fixes Leaderboard standing reads sanely again (no more “top 120%”). Buff timers no longer nudge the top bar every second. Fixed the Realm Discord invite and the in-game Steam Overlay button. Thank you for playing — see you in the realm. 👑
Hey Ponderers.The time has come. The orb beckons.Play 1.0 on Steam now!
The Game Is Out!!!The game is finally out, and I am beyond excited for everyone to get their hands on it. I am also a little nervous, of course. This has been a huge journey, and seeing the game reach this point still feels unreal. A lot of quality-of-life improvements have been made for launch, including visual improvements, better translations, a brand-new French localization, display options, tutorial improvements, leaderboard fixes, and more. I am really looking forward to seeing everyone on the leaderboard. Don't forget to have fun, experiment, optimize, and grow the biggest black hole you can. Also, hop into the Discord if you want to be part of the community and help shape the future of the game. Thank YouThank you for over 24 THOUSAND wishlists. That is absolutely insane. A few more crazy things: as of writing this, the game is currently the 12th most popular upcoming game on Steam. It is also the third most popular upcoming indie game. And somehow, it is the number one most popular upcoming idle, space, and automation game. Even crazier, the game was mentioned in an article by Rock Paper Shotgun! As always, thank you so much to everyone who played the demo during Next Fest and beyond. The support, feedback, and suggestions have been amazing, and the game would not be in the state it is today without you. This has been a dream come true, and I honestly do not have the words to describe how grateful I am for everything. AddedAdded a new song: “Hawking’s Lullaby” and "Messier 13"Added French localization.Added a language selector on first launch.Added an option for constant music.Added new display options for brightness, contrast, and saturation.Added color-coded feed particles. This can be toggled in Gameplay settings and is enabled by default.Added a credits screen.ImprovedReworked the tutorial to be more hands-on and user-friendly. Let me know what you think.Improved translations for other supported languages.The black hole is now nudged by particles enteri...
Idle Knight - Update v1.0.3 - Adjusted chest drop rates for better balance. - Added a new **Skins** section to the shop. - Added the following skins to the shop: - Satyr - Dark Knight - Emerald Knight - Silver Knight - Monochrome Knight - Consumables can now only be purchased once per week, per item. - Improved overall shop structure and item availability. - Applied backend adjustments for weekly purchase limits. - Added general shop and economy balancing improvements.
Anniversary Celebration Event: 4x Material Drops & New Reincarnation SkillLimited-Time Buff: 4x Material Drop RateAll stages feature quadrupled material drops during the celebration event. Stock up abundant resources to upgrade your equipment and Cyber Pets efficiently.Event End Time: June 30, 23 : 59 : 59. Drop multiplier will revert to normal once the event concludes.New Temper & Reincarnation Skill: Distributed Cyberpet ControllerUnlocks the ability to deploy multiple Cyber Pets simultaneously, raising the maximum number of deployable Cyber Pets by 1.Bonus Effect: The Cyber Pet Module will be automatically unlocked immediately after every Reincarnation.
v0.2.2 - Modding Patch New Balance tab in the mod editor - view and tune all card market stats in one place. Stat distribution histograms, bulk set-value tool, bulk tags tool, and an inline-editable table with mini card thumbnails Balance tab - "Remove All Tags" button clears trend tags across all cards or a specific set (with confirmation) Grading tab - slab colors are now fully customizable per company. Pick a primary and accent color with a live preview. Changes apply everywhere slabs appear in-game Variant editor - "Hide holo dots" toggle to disable the built-in sparkle layer on custom variants Variant editor - Autograph toggle adds the signature overlay and pen glyph to the card Ctrl+S saves the mod instantly - rebuilds cards, syncs to disk, and shows "Saved!" on the button Improvements Grading company name overrides now apply everywhere - badge buttons, status labels, employee tooltips, and daily deal text all use the modded name Card editor - new cards now start with sensible defaults: Base Value $5, Base Premium $30, Popularity/Supply 50, Volatility 30, Grade Potential 70 Card editor - Market Stats fields have hover tooltips explaining what each stat does Workshop tab now lazy-loads - mod list only fetches when you open the tab Cards tab resets to the All Cards view when clicked while already on that tab and auto-saves Cards tab shows a warning badge when any cards are missing a name, with a "Name missing" label on each affected card Bug Fixes Fixed enabled mod cards not showing in inventory when a different disabled mod shared the same set name Fixed card variant visuals breaking on cards from disabled mods Fixed a data corruption issue where disabling a mod could permanently hide those cards even after re-enabling - a one-time repair runs on startup to clean up affected saves Fixed a crash (QuotaExceededError) when saving mods with large art - art no longer goes through localStorage, it stays in memory and reloads from disk on startup Fixed mod cards witho...
1. Fixed an issue where World Fragment rewards could be exploited through repeated instant rebirths. World Fragments are now calculated based on the highest Stardust reached during the current run. 2. Fixed an issue where achievement progress was reset after rebirth. Achievement progress is now permanently accumulated across all runs. 3. Fixed an issue where Daily Quest progress was affected by rebirth. Daily Quests now track progress independently. 4. Added a Low Performance Mode that reduces particle effects, floating text, and animations to improve game performance. 5. Optimized mineral rendering, floating text, and visual effects using object pooling and rendering improvements to reduce lag in late-game mines.
Hotfix since v1.1.06 Steam login and cloud saves are fully reverted to v1.0.47 behavior. Fixes save failures and low-progress cloud overwrites from v1.1.05–1.1.06. Save compatibility: Format unchanged (save_version 6). Local and Steam cloud saves from v1.0.x through v1.1.06 remain readable. Bug fixes Steam startup: Sync connect → cloud sync → load local (v1.0.47; no deferred reconnect) Cloud saves: Download only when cloud is newer; upload immediately after local write Removed experiments: Boot load fail blocks saves, upload epoch gate, multi preserve backups Saving restored: New and existing players can save normally again
1. Fixed an issue where World Fragment rewards could be exploited through repeated instant rebirths. World Fragments are now calculated based on the highest Stardust reached during the current run. 2. Fixed an issue where achievement progress was reset after rebirth. Achievement progress is now permanently accumulated across all runs. 3. Fixed an issue where Daily Quest progress was affected by rebirth. Daily Quests now track progress independently. 4. Added a Low Performance Mode that reduces particle effects, floating text, and animations to improve game performance. 5. Optimized mineral rendering, floating text, and visual effects using object pooling and rendering improvements to reduce lag in late-game mines.
Gameplay changesSpy combat now uses their offensive and defensive stats in combat for simplicity and alignment with rest of combat rules (not applied on current multiplayer) and spies now have atk/def statsRemoved the hidden build time and ship time queue malus for Astraean for clarity and a slight buff (not applied on current multiplayer)Single player now shares the same faction statuses as multiplayerAdd a 'bring back return cargo' option to the cargo route screen and when sending resources Bug fixes Made some improvements to server responsivenessSend resources screen will now show an ETA and travel timeAttrition/starvation now applies even when ships are travellingStationed ships now show their exact names instead of class namesOpening an incoming attack notification will open the radar instead of the infrastructure menuTransmission timer notifications should no longer trigger twiceThe Kraken will no longer go on a rampage and destroy the win condition tiles when threatened
Hi everyone, We have just pushed Hotfix v1.0.0.0.4 to resolve the issue where the game would freeze or become unresponsive when equipping or switching decorations. Patch Notes: Fixed a bug where the game would hang/freeze when equipping or switching decorations. Previously, resource handling conflicts during the loading of complex assets (such as items with high-fidelity reflections or unique shaders) caused the UI thread to stall. This has now been optimized for a smooth experience. Enhanced background processing stability: Resolved an issue where the game’s background idle threads would occasionally hang if the freeze occurred. Equipping your shop items is now safer and more reliable. Please restart your Steam client to apply the update. Thank you for your continued feedback!
A merchant has set up shop on the new World Map. Here's everything in this update. Haya's Shop Katana of the Day:Haya picks one blade each morning and puts it on display. You can buy it once per day. Tomorrow she'll have something different. Request of the Day: Haya asks for a specific type of katana each day. Fulfill her request and you'll earn more than you would by selling directly. You can complete the same request a few times a day, then it resets the next morning. Direct Sell: Quick coin for your katanas. Pays less than the daily request, but you can now multi-select katanas to sell them all at once. Coin Exchanges: Trade up between Copper, Silver, Gold, and Platinum coins. One direction only, up, never down. Interactive Tutorial: Haya walks you through everything herself, with confirmation dialogs along the way so you don't accidentally sell your favorite blade. New Features World Map connecting the Forge and the Shop. Guaranteed Epic or higher drop when you open 20 chests. Stats page added to the Options menu. Resolution and FPS settings, window is now resizable. Changes Updated the DLC icon. The Steam inventory update warning now tells you exactly what change it's expecting (chest opening, mission drop, etc.). Chest inventory is now hidden when you have no chests available. Bug Fixes Credits now show all names properly. Fixed the Susanoo and Eight Immortals achievements. Stormcutter and Dawnveil can now be viewed in the in-game inventory (they were showing up in Steam but not in-game). Forge fixes: Forges sometimes didn't complete, now limited correctly while Steam processes transactions. Fixed a bug where putting a katana in a forge slot would lock the player in forging mode. Quitting a mission right after starting it now properly removes it. Performance Default FPS is now 60, with 120 and 144 selectable in settings. Texture optimization reduced runtime VRAM from over 1GB to around 300MB. Known Issue The Forge can still occasionally fail to produce a resul...
Defeat your enemies and become the mightiest ruler in the kingdom in Global Conflict 12, now live!My Lords and Ladies, the kingdom needs you to strengthen your castle walls, equip your armies with the best soldiers in the land and fight for your empire and alliances. For it is almost once again time to do battle across a new Global Conflict map! Based on the real-life map of the globe, Stronghold Kingdoms' Global Conflict 12 invites thousands of veterans and new players, and tempts them with new opportunities, challenges and 150+ thrones to conquer!Global Conflict 12 is NOW LIVE!
NewAdded More Fusions.Added More Upgrades in Stat Shop.Added Alt + Click To Disassemble item from Inventory.Added a Auto Disassemble Toggle Button. (Unlocked by killing Numerinos Boss) Auto Disassemble (if on) happens by default every 200 seconds. (Disassembles ALL items from inventory that are not Locked)!!!Added a Run Away button. (This activates when the Fight seems like it will drag out for too long)Some more Art for IT-Supporters.Faster Zone Switching.Added Sliders To Buildings for Visual.NOTE: ALL ITEMS THAT ARE FILTERED WILL NOT DROP OR GET DISASSEMBLED.ChangesChanged On Kill Sprite for RPG.Removed Enhancements. (All Lint and stats have been refunded)Removed Auto Disassemble at the start of the game. (Unlocked by killing Numerinos Boss)Item Filters are Locked until You Defeat Numerinos Boss.Boss Spawn Rate Toggle Button in RPG is now Hidden until you purchase your first Boss Spawn Rate Upgrade.Other Small Changes. BugsFixed Crit Multi!Fixed Red Wire Helmet Stats.Fixed Where first Level of Village build time was not correct.Other Small Bugs.What i am looking to do in next UpdatesNew Upgrades In Stat Shop.More Fusions.More Crafts in Crafting.RPG Improvements/Rework.IT-Supporters Art.Quests Rework.Buildings Rework.ShapeAZoids Art, Items.Musicians Art, Items.Craft & Conquer is in Early Access so everything is Subject To Change!
After adding the Bubble Event's chips into the Gacha pool, it seems that they were appearing way too often! This should be fixed now that the drop rates have been re adjusted!
Hi everyone, We have just deployed Hotfix v1.0.0.0.3 to address two frustrating freeze issues reported by the community: Fixed an issue where the desktop icon would freeze after receiving an item drop. Fixed an issue causing certain in-game events to soft-lock / get stuck. Thank you all for your prompt bug reports and patience! Please restart your Steam client to apply the update.
Offline Dungeons, Bag Consumables & Fixes This update lands two of the most-requested features — dungeons that farm while you're offline, and using food/potions straight from your Backpack — plus World Boss gear buffs and a stack of fixes. 🆕 New Features Offline dungeon farming — Dungeons now play out fully while you're away. Every clear grants its loot, bones, gear, mastery, and dungeon-contract progress. Auto-Repeat farms for the whole offline window; with it off, your current run finishes once. (Hunting Points stay online-only.) Use consumables from the Backpack — Eating food and drinking potions now pulls from your bag when your inventory is empty (inventory is always spent first). Bagged cooked food shows up in the combat Quick-eat bar, and right-clicking a food or drug in the Backpack now offers Eat / Use directly. ⚖️ Balance World Boss sets buffed — 3-piece set bonuses now deal significantly more damage with stronger defensive and utility effects. Mythic Void sets retuned to stay clearly stronger than World Boss sets. XP past level 100 now keeps climbing to 100M for long-term progress (reaching 100 itself is unchanged). Wanderer's Mastery is now a Range set, matching the bow it equips. 🔧 Bug Fixes World Boss Magic and Prayer pickers now open during the fight. Bank deposits and withdrawals now save instantly instead of waiting for autosave. Offline gathering at Level 100 now banks correctly via Mastery Channeling. Celestial Meteor no longer targets already-maxed skills. Removed the unusable legacy "void ore" from banks (merged into Voidstone). Codex search now matches hyphenated terms like "off-hand". Shiny gear "Obtained From" now lists World Boss, dungeon, and crafting sources. The sell log now shows the hardcore gold reduction so the totals add up. Tavern reward items now route into the Backpack consistently. ✨ Quality of Life The Adventure Log pauses auto-scroll on hover so buttons stop sliding out from under your cursor. Thanks for playing, and for all th...
Garbage Growth is out right now!
Two fixes straight from your reports — thank you for the detailed write-ups. Mastery income, fixed A recent update capped how much Mastery boosted your income, which made earnings flat-line late game and stall your runs. Mastery now scales income on a smooth, ever-growing curve again — it ramps fast early and keeps climbing the more you stack, so high-Mastery runs feel rewarding instead of hitting a wall. (It still settles enough to keep the prestige loop meaningful.) Bulk-buy indicator The little "you can buy something" dots on the upgrade tabs now respect your selected buy amount (x1 / x10 / x100 / Max). No more dots telling you something's affordable when the x10 batch you've got selected isn't. Keep the feedback coming — it shapes every update.
Added 17 new crafting modifiers (prefixes). New prefixes that boost Attack, Magic Power, Max HP, Defense, Magic Defense, Crit Rate, and Fire damage (e.g. Forceful, Warlord, Archmage, Titan, Bulwark, Hallowed, Searing). Several previously under-used materials (Wood, Bronze, Ruby, Orichalcum, etc.) now have a purpose.Intended prefixes apply more reliably. The crafting prefix roll now prioritizes more elaborate (higher material-count) combinations, so they no longer "decompose" into cheaper partial prefixes.Rebalanced a dungeon boss. The "Abyssal Crypt" boss, the Lich Lord, was far stronger than the bosses around it; keeping its name, we lowered its strength so it fits naturally between its neighbors.Rebalanced main-material attack power. Fixed the inversion where higher-tier materials gave weaker attack — Adamantite is now the strongest weapon material, and Dragon Scale is the top armor material (with a mid attack value).Note: modifier values and combat numbers are still being tuned — we'll keep adjusting based on how it feels.Thanks as always for playing Ultimate Blacksmith Tycoon — we're still listening, so please keep your bug reports and improvement requests coming!
Fixed a bug where backpacks remained usable after being sold. Fixed an issue where repeatedly force-closing the process rendered the game unusable.